I am all for the enforcement being focused on in-game situations.
I am sorry Steve but to say the EXL/OpenX did anything significant to check for bounce that prevented "cheat" guns going onto the field is wrong.
The check was made prior to the first game, the guns (on the OpenX field) were being tested arbitarilty, they were not following any set structure to the testing, they were NOT using the Millennium testing method, which flawed as it maybe, is at least some kind of standard. They were trying to get Eblades etc to bounce by holding them as light as possible.
However, they obviously had no idea about most guns, they never checked that hoppers were on when testing, never checked the boards in guns like timmy's that the eyes weren't on bypass.
This was all about 10mins before game on, and then the guns were all handed back, and away we went, not a single further check for the next 40mins of playing. So yeah some guns were "rejected" but once they were passed there wasn't a single further check to stop people just re-setting them back to a "cheat" state.
Anyway, that is just an example of why I am completly behind evil.one and Simons thoughts on in game checks. That - coupled with regular spot checks using stationary ballistic chrono ala Robby means that (as long as penalties are enforced) players will find the risk/reward falls much closer to the legal side than it does now.
Plus, if you have 99.9% of guns legal with these in game and good spot checking, then it is effectively a self limiting cap because of the realities of how fast people can actually consistantly fire.
I am sorry Steve but to say the EXL/OpenX did anything significant to check for bounce that prevented "cheat" guns going onto the field is wrong.
The check was made prior to the first game, the guns (on the OpenX field) were being tested arbitarilty, they were not following any set structure to the testing, they were NOT using the Millennium testing method, which flawed as it maybe, is at least some kind of standard. They were trying to get Eblades etc to bounce by holding them as light as possible.
However, they obviously had no idea about most guns, they never checked that hoppers were on when testing, never checked the boards in guns like timmy's that the eyes weren't on bypass.
This was all about 10mins before game on, and then the guns were all handed back, and away we went, not a single further check for the next 40mins of playing. So yeah some guns were "rejected" but once they were passed there wasn't a single further check to stop people just re-setting them back to a "cheat" state.
Anyway, that is just an example of why I am completly behind evil.one and Simons thoughts on in game checks. That - coupled with regular spot checks using stationary ballistic chrono ala Robby means that (as long as penalties are enforced) players will find the risk/reward falls much closer to the legal side than it does now.
Plus, if you have 99.9% of guns legal with these in game and good spot checking, then it is effectively a self limiting cap because of the realities of how fast people can actually consistantly fire.